#version 330 core

layout(location = 0) out vec4 fragColor;

in vec4 v_fragColor;
in vec2 v_texCoord;

uniform sampler2D u_texture1;
uniform sampler2D u_texture2;

void main()
{
	fragColor = mix(texture(u_texture1, v_texCoord), texture(u_texture2, v_texCoord), 0.2);
}